Quote: "
Yes,I just might do that,I just cant see using 30 diffrent models for 30 diffrent animations to play."
They are right about Enhanced Animations.
Having every character have a huge number of animations built into their body object sucks. It sucks because the object takes a long time to load. So long that during game play you can see a small lag when one of them loads. Levels take a long time to load because of this.
I split the animations across several objects so I could attach smaller groups of animations to the characters instead. It was faster but still sucked.
With enhanced animations. You use the EA commands to copy each separate animation (running, walking, standing) and save them all to separate animation files. (This is a media preparation step intended to be done before your game is programmed and uses the files, not while your game is running.)
Then in your game you can simply load those animations as separate stand alone items. You use the EA commands to link characters bodies to the animations without having to load anything twice. DBP simply points to the already loaded animation, which is way faster. Changing animations? It simply links to another animation then.
This also allows you to smoothly transition between animations, like running and walking without any awkward or jerky animation.
Because you don't have to load the objects with any animations, The smaller object files load way faster. Not to mention if you properly keep track of things you can clone object when possible and be wicked fast.
Because of this I can now achieve 0ms load time when loading characters in ideal situations. This would be where all the parts are loaded already on other characters and all file loading can be skipped.